Difference between revisions of "Morality Merits"
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Latest revision as of 15:10, 27 May 2017
Contents
- 1 Morality Merits
- 2 Path of Blood (3 point merit)
- 3 Path of Caine (3 point merit)
- 4 Path of Cathari (3 point merit)
- 5 Path of Chivalry (3 point merit)
- 6 Path of Death & the Soul (3 point merit)
- 7 Path of Ecstasy (3 point merit)
- 8 Path of Evil Revelations (3 point merit)
- 9 Path of Feral Heart (3 point merit)
- 10 Path of Heaven (3 point merit)
- 11 Path of Harmony (3 point merit)
- 12 Path of Honorable Accord (3 point merit)
- 13 Path of Lilith (3 point merit)
- 14 Path of Metamorphosis (3 point merit)
- 15 Path of Night (3 point merit)
- 16 Path of Orion (3 point merit)
- 17 Path of Paradox (3 point merit)
- 18 Path of Power & the Inner Voice (3 point merit)
- 19 Path of Scorched Heart (3 point merit)
- 20 Path of Typhon-Set (3 point merit)
Morality Merits
Some vampires forgo the petty mortal concerns embodied by the concept of Humanity. These vampires reason that since they are no longer human, they have no need to apply the sentiments of the living to themselves. Such vampires seek out alternative moral codes: Paths of Enlightenment.
The following merits represent learning one Path of Enlightenment. A character can possess only one Morality merit. Paths represent a fundamental shift in the character’s ethics and personality, and it is impossible to adhere to more than one Morality path at a time.
It’s important to remember that a path shapes how you play your character, for better and for worse. One of the most compelling parts of LARP is to see your character fail to achieve her goals or live up to her ethics. Even as a character on Humanity should occasionally have to compromise her morality or outright fail to live up to her beliefs, so too should a character on a Path of Enlightenment occasionally fail or question her ethics. Being on a Path of Enlightenment does not make one perfect, nor does it make one robotically capable of living up to her goals. Failures, conflicts, and crises of faith should occur often on any path of Morality.
Remember to talk to your Storyteller about your character’s Path of Enlightenment and exactly what constitutes a transgression of those ethical beliefs. Be sure to occasionally show your character struggling with her enlightenment and failing to uphold those beliefs, just like a character following Humanity occasionally has ethical crises. Those emotional moments make the game special, and allow your character to shine.
Storyteller Setting note: Sabbat characters may buy certain paths at a decreased cost.
Path of Blood (3 point merit)
The Path of Blood is practiced almost exclusively by Assamites, particularly those who reside in the mountain of Alamut. The founding principle of this path states that the childer of the Assamite Antediluvian, Haqim, must render bloody judgment upon all other vampires. Adherents to the Path of Blood attempt to convert others to their code, believing that vampires can only be redeemed through Haqim’s wisdom. This path is rare, even among Assamites; one can follow the beliefs of Haqim and be redeemed without actually adopting the path. Followers of the Path of Blood are dangerous, often addicted to diablerie and willing to kill vampires and harshly judge mortals with the slightest provocation, so long as it benefits the Children of Haqim.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin in an effort to follow the teachings of the Assamite Antediluvian, Haqim, or in a direct attempt to convert others to the Path of Blood. If you voluntarily ignore an opportunity to better your generation, you gain Beast traits as though you committed a level 1 sin. If you voluntarily act against another Assamite – or allow another Assamite to be injured, harmed, or defeated – you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Dervishes.”
Members of the Assamite clan can purchase this merit for 2 points, rather than 3.
Path of Caine (3 point merit)
The adherents to the Path of Caine are fanatical occultists, loremasters, and historians, obsessed with the study of Caine and the mythical first city of Enoch. They search for signs of Gehenna and revelations predicting Caine’s return. In all ways, they embrace their vampiric nature, reviling anything that forces them to deal with humanity or to act in any way humane. Founding precepts of the path include meditation and introspection, along with a complete focus on purging all vestiges of Humanity. It is imperative that individuals on the Path of Caine be well educated in the myths and history of Caine and Enoch; characters wishing to pursue this path should have a dot of Lore with a focus in the Book of Nod.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while following the dictates of Caine as expressed in the Book of Nod or while obtaining lost occult knowledge. If you voluntarily ignore an opportunity to study occult knowledge, you gain Beast traits as though you committed a level 1 sin. If you voluntarily act humane, interact with mortals other than as cattle, or deny your vampiric needs, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Noddists.”
Path of Cathari (3 point merit)
The Path of Cathari derives from the Albigensian heresy of the Middle Ages, which taught that God is dualistic in nature. Followers believe that God created both light (good) and dark (evil); they defined good as spiritual and tied to the soul, and evil as as the material world wherein souls are tempted and tested. As believers in reincarnation, Albigensians believe that humans must be tested during their time on Earth, and vampires must perform this duty. Followers of Cathari believe that Caine gave his childer the means to rule the wicked world and test its mortal inhabitants in order to see if they deserve grace. Those on the Path of Cathari tempt humans and non-Sabbat, engaging in sexual vice, creature comforts, and decadence as well as more spiritual outlets, attempting to become a dark and inhuman creature wholly devoted to her vampiric role.
System: You do not gain Beast traits when performing a sin, so long as you commit that sin while causing others to indulge their baser natures or while indulging in a new, as-yet-untried vice. If you voluntarily allow another person to remain innocent, you gain Beast traits as though you committed a level 1 sin. If you voluntarily kill instead of causing someone to question their own morality or virtue, encourage another to exercise restraint, or deny your own vices, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Albigensians.”
Path of Chivalry (3 point merit)
Vampires created the Path of Chivalry during the Dark Ages, when honor and nobility were more tangible concepts than in modern nights. Since then, its variations have also been called the Path of Lordship or Path of Kings. Those who follow this path believe that they are superior beings, a cut above all other vampires and significantly more noble than mere humans. They attest that vampires were born to rule humanity as man rules over animals.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while defending the innocent or upholding the cardinal virtues: charity, justice, temperance, and courage. If you strike an unarmed opponent, disrespect a superior, or fail to provide hospitality to someone in need, you gain Beast traits as though you committed a level 1 sin. If you fail in your duty, tell a lie, or show fear or cowardice, you gain Beast traits as though you committed a level 4 sin. This is an old path, predating most others. Followers of this path are called “Scions.”
Path of Death & the Soul (3 point merit)
The Path of Death & the Soul (also called the “Path of Bones”) is devoted to understanding the nature of the immortal soul and unraveling the mysteries of death. Its followers seek to learn as much about the spirit world as possible, in order to comprehend the purpose of life, death, and undeath. They believe that the soul is constant and eternal, forever experiencing a cycle of death and rebirth — a cycle which vampires have somehow, inexplicably, escaped. To understand death, they must divest themselves of the trappings of life. Emotion is the enemy of logic. Death is not to be feared.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while actively seeking to understand the mysteries of death or the nature of the soul. If you voluntarily ignore an opportunity to study death, you gain Beast traits as though you committed a level 1 sin. If you voluntarily act on emotion or show regret, remorse, or empathy, you gain Beast traits as though you committed a level 4 sin. This path is also called the Path of Bones, and followers of this path are called “Gravediggers.”
Members of the Giovanni clan can purchase this merit for 2 points, rather than 3.
Path of Ecstasy (3 point merit)
Practitioners of this path revel in luxury instead of degradation. They sate the Beast by glutting its appetite. They glorify pleasure, reveling in the most decadent extremes of vampiric sensation. The Followers of Set initially created the Path of Ecstasy; they see pleasure as a means of worshipping their Antediluvian, and this path is inextricably linked to the worship of Set. Adherents to the Path of Ecstasy believe that pursuit of pleasure is a spiritual obligation. Those who spurn luxury and hedonism are misguided and must be educated or coerced. Resisting temptation is defying the very essence of one’s vampiric nature.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while actively pursuing hedonistic pleasure or coercing another to do the same. If you voluntarily ignore an opportunity to experience a new sensation, you gain Beast traits as though you committed a level 1 sin. If you voluntarily show regret or remorse for your depravity, or allow an innocent to go undefiled, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Astartites.”
Members of the Setite clan can purchase this merit for 2 points, rather than 3.
Path of Evil Revelations (3 point merit)
Followers of the Path of Evil Revelations fully revel in the darkness of the vampiric state and believe that a vampire’s role is to promote ultimate evil in the physical world. They seek out and serve entities of the infernal: demons, devils, or dark spirits. By serving these monstrosities, the vampire establishes a place in the infernal hierarchy in exchange for servitude and the sacrifice of souls. Ultimately, this path embraces evil as a tool, practicing debased rituals and unleashing horror on the world. These individuals serve their masters’ desires, and if they perform their tasks well, they are rewarded with dark magic and other investments of demonic power.
Other vampires hate and fear followers of this path. Both the Camarilla and the Sabbat seek out and destroy such practitioners, forcing those on Evil Revelations to be subtle and stay hidden, even as they seek converts – and sacrifices – within vampiric society.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while acting in service to the infernal. If you voluntarily show true compassion or fail to advance your master’s goals, you gain Beast traits as though you committed a level 1 sin. If you voluntarily defy or disobey your infernal master, or if you share infernal secrets with those who are not dedicated to your master’s will, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Corruptors.”
Path of Feral Heart (3 point merit)
Vampires are the ultimate predators, and those who follow the Path of Feral Heart embrace their savage, predatory nature. Barbarians and savages, they hone their instincts and accept the bestial drives that accompany the vampiric state. A follower of this path feels that the Beast is a natural part of her existence, and that a vampire should learn to accept and even encourage its cunning and vicious instincts. These vampires have little interest in civilization, education, or technology. They do not care for politics and spend their existence actively abstaining from anything that could come between them and their animalistic nature.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while actively following your primitive urges or hunting your prey. If you use technology or engage in politics, you gain Beast traits as though you committed a level 1 sin. If you show fear or mercy, abandon a hunt, or kill outside of a hunt, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Beasts.”
Path of Heaven (3 point merit)
According to myth, vampires are cursed, created when Caine killed his brother and defied God’s laws. Some accept this burden and choose to embrace darkness and evil. Others see it as a challenge, striving toward salvation and seeking God’s forgiveness not only for their own sins, but also for Caine’s. Those on the Path of Heaven see the Beast as a tempter, an incarnation of evil that seeks to draw them into hell. They turn to religion – Christianity, Judaism, Islam, Buddhism, or another institution – to guide them toward eternal peace. Many adherents are priests, striving to inspire others to hope that God has not truly forsaken the vampiric race.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while actively following the precepts and commandments of your faith. If you commit an act of vice, fail to proselytize your faith, or fail to speak out against corruption and sinfulness as defined by your faith, you gain Beast traits as though you committed a level 1 sin. If you allow anyone to transgress those precepts without being punished, murder innocents, or aid the infernal (knowingly or not) you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Faithful.”
Path of Harmony (3 point merit)
The Path of Harmony is a gentler path than most, espousing the animalistic nature of vampirism — but its followers pursue a balance with nature, rather than utter domination. They attempt to balance the intellect and emotions of Humanity against the instinct and savagery of the Beast: the balance of predator and prey. Such a balance is extremely difficult to reach, and upsetting the natural balance – of a vampire or of her environment – is against this moral code.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while actively attempting to balance your nature. If you act on any kind of emotional or instinctual extreme, you gain Beast traits as though you committed a level 1 sin. If you voluntarily resist frenzy, kill for any reason other than survival, or ignore your vampiric needs for blood and safety, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Harmonists.”
Path of Honorable Accord (3 point merit)
Followers of the Path of Honorable Accord are extremely lawful, following a specific three-fold code of commandments: the Tower of Duty, the Tower of Honor, and the Tower of Courage. They twist these rules for their own benefit, using them to entangle (and destroy) others whenever possible. Despite the name, these vampires are not honorable. While they are often virtuous, they are by no means good. Such a vampire epitomizes cruelty, intolerance, tyranny, and absolute authoritarianism. By holding to these laws, an adherent to Honorable Accord seeks to better herself — and rule others. A follower of the Path of Honorable Accord adheres rigidly to her society’s laws, such as the Camarilla’s Traditions, the Sabbat’s Code of Milan, and so forth, and also to any commands or restrictions placed on her by a ruler in that society, such as a Prince’s dictate or the Regent’s edicts.
This path is not a Code of Honor. It is absolute, unquestioning, inflexible obedience to the Rule of Law, even when those laws are inherently unjust.
Knights have no sense of mercy, emotion, or even interest in anything other than adherence to the absolute letter of the rules. They keep their word because it is a contract, not because they have an emotional commitment; they tie their sanity to the fact that a covenant, once made, must be obeyed. Emotions, compassion, ethics, and morals are meaningless. Where another individual might spare someone who broke the law out of absolute necessity, a follower of this path has no mercy, no virtue, and absolutely no sense of fairness. She has the law, and the law is everything.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while following the absolute letter of the law. If you voluntarily pass up an opportunity to benefit from exploiting a loophole in the rules, you gain Beast traits as though you committed a level 1 sin. If you voluntarily transgress against the law, disobey a command from a superior, break your word, place personal concerns over duty, or fail to severely punish a transgressor against the law, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Knights.”
The Three Towers
Like most things associated with Honorable Accord, the base precepts of the path are simple. Long ago, they were written down in a three-part folio called “The Towers.” When translated into English, it totals 72 pages. The three chapters are the Tower of Duty, the Tower of Honor, and the Tower of Courage. The Tower of Duty is a listing of rules of conduct. The Tower of Honor is the spiritual chapter of the codex, detailing six different stories – the Tale of Blood, the Tale of the Lone Wanderer, the Tale of the Midnight Court, the Tale of the Kine, the Tale of the Wolf, and the Tale of Dawn – which describe adherence to logic, tyranny, and the complete authority of law. The Tower of Courage is an allegorical story of a knight’s journey from darkness, through the horrors of war, to a place of cold and dreadful understanding. Knights are expected to keep a copy of the code with them at all times.
Path of Lilith (3 point merit)
The Path of Lilith states that the first woman created by God was not the submissive and gentle Eve; she was the tempestuous, wise, and demanding Lilith. For insisting on equality with Adam, she was cast out of the Garden of Eden. The followers of this path worship Lilith, attempting to follow in her footsteps and learn from her example. They seek wisdom through pain and adversity, and they preach Lilith’s superiority over Caine.
Obviously, because the Path of Lilith reveres Lilith over Caine, it walks the line of heresy within the Sabbat. Because its followers vocally espouse the worship of an ancient and the tales of the Book of Nod, the Camarilla considers them heretics as well. Followers of the Path of Lilith are well advised to hide themselves, lest they be destroyed.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while seeking enlightenment or knowledge through pain. If you voluntarily ignore an opportunity to make another individual suffer in order to gain wisdom or learn a lesson painfully, you gain Beast traits as though you committed a level 1 sin. If you voluntarily deny Lilith’s superiority, rely on another, or feel remorse for an individual who is suffering (or has suffered), you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Bahari.”
Path of Metamorphosis (3 point merit)
Adherents to the Path of Metamorphosis are strange, alien creatures who attempt to carve away everything recognizably human-like about themselves and transform into something more profound. Of all paths, this may be the most inhumane, as its followers actively disdain and revile all things having to do with humans, humanity, or the human condition. These vampires are cold, utterly inhuman, and exactingly scientific. Some say they are loners, but it is more accurate to say they are more interested in research and experimentation than in participation and exploration.
They are scientists, but they are also spiritualists, focusing on attaining a more perfect state of being. A Seeker eliminates gender and physical boundaries first, and then works to revise personal mental and social constraints until it is no longer recognizably human by any comparison. This path was developed and is practiced primarily by Clan Tzimisce, but other vampires, notably the Gangrel, are also found following this path.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while performing a scientific experiment or actively attempting to further chrysalis into something new. If you voluntarily share knowledge for no benefit, you gain Beast traits as though you committed a level 1 sin. If you ignore an opportunity to alter yourself, seek apotheosis, or perform a new experiment, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Seekers.”
Members of Clan Tzimisce can purchase this merit for 2 points, rather than 3.
Path of Night (3 point merit)
Vampires who follow the Path of Night embrace a dark, deterministic viewpoint on their damned state. They believe that vampires must torment all agents of good, promoting evil and defiling innocence wherever possible. Their intent is to remind humanity that it should be afraid of vice and of the creatures who walk the night. Some adherents to the Path of Night are motivated by religious fervor, while others are truly nihilistic in their views of good and evil. A few even go so far as to abhor the touch of light entirely, shrouding themselves in fabric or shadows, and even tearing out their eyes so to more fully unify with darkness.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while attempting to shock others with your evil, undermine another’s authority, or pointedly violate the orders of someone who thinks she’s in charge of you. If you voluntarily fail to act on an opportunity to spread evil, tempt others to damnation, or terrify the faithless, you gain Beast traits as though you’ve committed a level 1 sin. If you voluntarily follow another character’s orders or repent of your evil, you gain Beast traits as though you committed a level 4 sin. This merit encompasses all roleplay variants of the Path of Night, including Righteous, Allied, etc. Followers of this path are called “Nihilists.”
Members of Clan Lasombra can purchase this merit for 2 points, rather than 3.
Path of Orion (3 point merit)
For vampires on the Path of Orion, both one’s human nature and one’s Beast are impediments to progression. The species as a whole will progress, they say, only when vampires accept their purpose as hunters, destroying man and Beast alike. To these individuals, undead existence is a quest to find and overcome the greatest challenges, the most dangerous enemies, and ultimately, themselves. By facing and destroying the strongest combatants, a follower of the Path of Orion finds purification. They know that they must not only overcome their own Beasts, but also the Beasts of all vampires.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin while actively pursuing enemies or designated prey to be killed. If you show mercy or sympathy, or if you hunt a foe a weaker than yourself, you gain Beast traits as though you committed a level 1 sin. If you voluntarily ignore a threat, refuse a challenge, turn away from a worthy hunt, or show cowardice or weakness, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Stalkers.”
Path of Paradox (3 point merit)
A path created and primarily followed by members of the Ravnos clan, the Path of Paradox teaches that existence is fluid and malleable. Nothing is real, nothing is static, and all things can be changed through an act of will. The Ravnos call this path “Mayaparisatya,” and the path owes much to Hindu teachings. According to this arduous and demanding path, mortals follow a cycle of life and death — a cycle that has somehow eluded vampires. Due to this, the undead have lost their dharma and have no true destiny. Those vampires who ignore their dharma must be educated and enlightened — or destroyed. A vampire must penetrate the illusions of reality and see the truth beneath or she will never find salvation. This is much like accepting two conflicting truths and finding ultimate meaning in the paradox between.
System: You do not gain Beast traits when revealing a truth to someone unaware of that information, or when erasing a karmic debt. If you voluntarily ignore an opportunity to pursue a hidden truth, you gain Beast traits as though you committed a level 1 sin. If you hinder change or fail to promote chaos, or allow others to ignore their dharma and stagnate, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Rakshasa.”
Members of Clan Ravnos can purchase this merit for 2 points, rather than 3.
Path of Power & the Inner Voice (3 point merit)
When one has immortality, supernatural prowess, and an eternity to squander, the only true acquisition is that of authority and dominion over others. Followers of this path believe that power and control are the only goals worth pursuing, and that by bending the world to her will, a vampire creates order, stability, and meaningful victories. In some circles, this path is called the “Path of Domination,” for those who follow it are tyrannical and authoritative — but also strangely protective of those who serve them. Unifiers demand to be feared and respected, and do not tolerate weakness or meaningless failure; being bested is one thing, simply being unable to achieve is another. They are consummate politicians and strategists, willing to do anything and everything to achieve authority.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin in order to directly increase your personal power, whether physical or political, or to prevent yourself from losing such power. If you voluntarily give up authority, allow your followers to be abused by anyone other than you, defy a superior you are not willing to directly challenge, or pass up an easy opportunity to gain power, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Unifiers.”
Path of Scorched Heart (3 point merit)
Adherents to the Path of Scorched Heart believe that the Beast can only be controlled by systematically eradicating every emotion. They espouse that the heart is a weakness to the vampiric condition; it should have died with the rest of one’s mortal flesh. All falsehood and weakness are products of emotions, and one can only reach truth through cold logic and reserved scholarship. The heart must not be allowed to rule one’s actions. The only way to overcome the Beast is to turn your heart to metaphorical ash. Although Phoenicians recognize a crude distinction between the concepts of good and evil, they only see benefit in practicality. Followers of this path consider most vampires to be weak, emotional simpletons, and Phoenicians strive to use those weaknesses against their enemies.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin completely without sentiment or emotional reasoning. If you place someone else’s needs above your own, you gain Beast traits as though you committed a level 1 sin. If you act on emotion, show trust in another, or fail to apply logic in a crisis, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Phoenicians.”
Members of the True Brujah bloodline (and only that bloodline, not the entire Brujah clan) can purchase this merit for 2 points, rather than 3.
Path of Typhon-Set (3 point merit)
Also called the Path of Sutekh or the Path of Typhon, the Followers of Set created this path as a means of freeing oneself from moral taboos and the influence of the material world in order to best serve the Antediluvian, Set. This path is a religious one, preaching that Set will one day return to cleanse the Beast from his followers and shape the world in his image. When that day comes, Set’s true followers will undergo an apotheosis and be blessed by their god. Adherents to this path believe that Set was truly one of the gods of Egypt, and that his immortality is passed on to them, carrying them through death and granting them vampiric unlife. They refuse the myths of Caine and worship Set wholeheartedly. They seek to find Set and return him to the world; to convert other vampires to his service; and to corrupt and defile hope, innocence, and purity wherever they discover it.
System: You do not gain Beast traits when performing a sin, as long as you commit that sin in the active service of Set. You must make every attempt to corrupt vampires to the worship of Set, especially those seeking Golconda, or else gain Beast traits as though you committed a level 1 sin. If you fail to take advantage of another person’s emotional weaknesses or fail to take every measure to acquire knowledge that may aid in Set’s return, you gain Beast traits as though you committed a level 4 sin. Followers of this path are called “Theophidians” or “Temple Guards.”
Members of the Viper bloodline (and only that bloodline, not the entire Setite clan) can purchase this merit for 2 points, rather than 3.